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booshido

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Everything posted by booshido

  1. You're right. BTW, how's that working out for SWTOR? Once Ilum went poof this game has been going down faster than a bucket of chicken at Oprah's.
  2. Just posting some random things I wanted/want to see in SWTOR. From a PvP server perspective y'know, the servers where a pop-up requires acknowledgement of rolling on said server -- - Give players the ability to blow up and camp opposing outposts. It's fun, it causes the blown up players to call for reinforcements back at the fleet, and it allows for something different other than questing. It's what I expected to see when rolling on a PvP server. No, blowing up outposts shoulnd't be easy but it should be doable. - Give the Imp and Pub factions a global chat channel. - Give players the ability to (at their own risk) invade the opposing faction's fleet. - Destroyable bases that require players to rebuild, reinforce, and defend. Holding these bases/outposts gives the entire faction bonuses server-wide. If there's a population imbalance, the faction with less players have much better defenses i.e. there should be a system of checks and balances to provide as close to a fair fight as possible. - Game Masters...where are they? Why aren't we graced, rarely, by a GM so we can chat, poke fun, and maybe even duel for fun. Speaking of duel.... - Allow dueling at the fleet (As much as I hate giving another reason for players to sit at the fleet, at least there would be something constructive to do). - Designate a server or two where there's a third faction, splitting up some of the advanced classes, so choosing an AC has more of an impact. For instance smugglers and BHs can be their own faction. This would be quite an undertaking, but believe me when I say these servers won't be low pop. (General) - If I am lightsided, why do I, for example, seethe with hatred when resting? Shouldn't there be a correlation between alignment and character behavior? That's all I can think of off the top of my head. Feel free to add some and perhaps BW/EA will hear us out.
  3. Here are some tips, but understand you will be quite easy to kill until you're in your 30s unless you get good at my first and second tip... #1 - Keybind (If you got the money buying a G13 or Razer Naga helps immensely) #2 - Juke cast - Simply means start to cast Injection, then anywhere from 30%-70% casting bar filled, move and stop casting, this essentially baits an interrupt from the guy pounding on you and then you can cast while his interrupt in on CD. Some try to interrupt you immdiately, others who are better try to interrupt when you're just about done casting. #3 - If you don't like juke casting use Kolto Infusion or Diagnostic Scan to bait the interrupt, then use Injection. #4 - Our strength is mobile healing, HOWEVER do not forget about cover. It is very very useful. By using cover Mara/Sents can't charge you and you can't be grappled. If you're able to heal and no one is around you use cover and make them come to you, then start to run around/kite. In the 10-49 bracket, there must be tons of Marauders/Sentinels charging here and there, so cover has become a very useful tool. #5 - Make use of our snare. It often gets overlooked and is free of the resolve bar. Once you start to get more healing skills like hots (KP) and RN (31 pt talent), you will be considerably harder to take down. Put it this way, at lvl 50 with mostly BM and 2 pieces of WH, I can semi-kite a Mara/Sent (in mostly full War Hero gear) who hits like a truck for a long time. Without help I will eventually get beaten, but often times it takes a well placed stun to kill an OP healer.
  4. Do us a favor and provide us with empirical evidence of the sad state of assassins/shadows right now. You lost all credibility when you stated their uselessness. I run with a Assy in my premade, and up against the best of the server from both factions he does exceptional. Rarely dies, guards, and does respectable dps. Ehl Two Pee
  5. A thousand times this. It's the only WZ that has 100% running and gunning. Voidstar comes close but if you're the one guarding a door then you're stuck out of the action. All the other WZs is the type that requires some poor sap to miss out. Huttball is SWTOR PvP in a huttshell, I mean nutshell.
  6. Overall, no it isn't "fine." - Auto-turn targeting, why do we need the game to hold our hands and babysit us into being lazy? - Tab targeting is completely irritating, clicking your target isn't any better. - Talent trees - stale, been there done that, and everyone has nearly the same spec, why even give the illusion that we have a choice? I've been the same spec since release. Complete lack of originality and with hybrids actively being discouraged through nerfs, it's almost to the point of go 31 pts in a tree or go home. - WZs, over and over and over and over again - 2 factions, I know the procs and cons, but the fact remains that the other 800 lb. gorrilla game has 2 factions and for SWTOR to go this route shows a lack of, well, balls. 3 factions would have at least said, HEY! We are trying to separate ourselves from that other game! - World pvp, blah blah, we all know how much of a disappointment this was/is - Healer/DPS/Tank - just try to stop the excitement of how dynamic these rolls make you feel - not to mention the absence of dual spec. - PvP gear grind. It's an easy fix to buy your devs time to actually add/fix content. In other words, it's a great way to add a timesink to a game that is quite shallow and unsatisfactory. Player base not happy? Make them have to put in xxx amount of hours to give them a very brief feeling of accomplishment when they get a pair of gloves...yippee! What have they gotten right? - For me it's Huttball. I would Q for it everytime if we had a choice of WZs. - Aussie based servers for our Oceanic friends Is the game too far gone for PvPers? Considering PvP was added as an after thought, yes it is. Bioware's competitive advantage is voice acting, companions, and legacy with the SW IP skinned on top. They have to double down on these, which PvPers could care less about, and that means PvP will continue to be an afterthought. Why concentrate on PvE so much, pour your resources, spend millions on updating content because of increasing player consumption rates -- when you have PvPers, a demographic when give a platform that's both fun and dynamic, will continue to pay to play with lower overhead. We don't need content patches constantly updating gear, flashpoints, and OPs. We were neglected, and now many have left and more will continue to do so. This game is filler for PvPers, both casual and hardcore. This I have no doubt.
  7. My takeaway from this is the attempt to pinpoint the differences from the 3 healing ACs while indirectly suggesting that OP/Smugs need to be nerfed or that life in a MMO isn't fair -- not sure which. We were the healers to get a buff (RN +15%) and gameplay improvements while the other 2 ACs received nerfs, I can understand the animosity. Where I disagree is on the assumption that all we need to do past 30 is run around and spam hots and the insta heal, thisby definition a baddie OP/SB. While keeping hots rolling and using KP sometimes by spammage is a way for us it's by no means all we do. You know what it means when we are able to keep someone alive when they're below 30% by just spamming KP? It means the other team's DPS are not focus targeting. We do really against unorganized DPS, we infact exploit the **** out of it. We were strong healers before 1.2 sans our AoE. Now that it's fixed we are the hardest healer to kill, but then again before 1.2 we were still hard to kill. Go fig.
  8. UR/GbtF is nearly an exact situation that happened in that other game when Rets were buffed and while they were bubbled they did high dmg. Conclusion, when you are highly immune to dmg your dmg should be reduced so that you can't solo someone who immediately alt-tabs and makes another post here to ask for the nerf in a rash manner. Th trade off is supposed to be the HP loss (50%), but the problem is that when the Mara/Sents are getting focused and they're about to kill that healer or some ****, they pop the CD to solely buy them time to finish them off, if/once successful they cloak and make a break for the WZ healing item. This is A-typical and doesn't always happen, but I've seen it a lot. I have said that Maras/Sents are in a good spot right now. Overdoing it is the wrong approach. Bottomline, keep their survivablity the same as it is now, but reduce the dmg they can put out while under these effects. This wouldn't be considered gamebreaking because the defensive CDs still serve their purpose, keeping them alive for healers to top them off, or make a break for a WZ healing item, or making that last 15 meters to the goal line in Huttball while the entire team is beating on them, etc.
  9. If that's your main problem, you're in for a treat. What I do is use either A.) Orbital Strike or B.) Sitting on a couple TAs/UHs, bait an interrupt with KI - Kolto Infusion (Sawbones mirror ?). Once you start to get real comfortable you can start to practice juking, which if don'e right is highly effective.
  10. Considering in WZs an enemy is almost always in melee range particularly melee dps on us since healers attract attention of the good players... Why wouldn't you use shiv -- a lot? It gives a TA, which aren't hard to come by post 1.2, but still, when Mara/Sents are on you, and you blow your TAs, throwing in a shiv on them to proc one to keep yourself up when less than 30% has saved me (or someone I'm trying to keep up) so many times.
  11. These threads confuse me -- Op medics/Sawbones do not need any other skills or utlity. Period. For those asking for more, you're trying to fix something that isn't broke. Conceals/Scrappers could use minor tweaks but I'm not an expert in that area. The more I play mine, the more I'm expecting to see an increasing # of nerf threads about us. We're pretty far down the line in terms of nerf-ability, but we're on the radar of some players w/o a doubt. And BTW, my BS, Explosive probes, and Obital Srikes are hitting medium armor targets for more than 2.5k w/o popping relics. Explosive probe crits are the most consistent spike dmg in regards to opponent expertise reductions. I've had some players professing that all an OP medic can do is run around and heal, this is furthest from the truth, we have -- in certain situations some not-to-be-laughed-at burst. I can't count how many times I've been chased by a Mara/Sent, doing my thing, turn around EP > Debilitate/FB > OB > Relic > BS > Shiv > CD > resume healing rotation - then watch their HP drop by 25%-30% ++ in a couple of seconds. Bottomline Op/Scound healers are where they should be, TBH before 1.2 all they needed was a bump to RN, which 1.2 addressed, anything more just made the spec easier. We are mobile, our heals combined with juking and hots makes us the best healing AC to handle Maras/Sents, further I've 1v1 bad Maras/Sents (Full BM gear and no clue) and walked away with 100% HP. I'm not a pro PvPer, but I do well and can expose those who rest on their laurels of being "OP."
  12. If it has been said before I'll simply reiterate the proponents of this adjustment -- GbtF and Undying should be tweaked to do what is says but also reduce dmg while under its effects by say 30% OR increase the CD and keep it as it is now (as a Mara enthusiast I would go for the former). That is the only tweak (nerf) I would suggest. The ability would still be useful in Huttball where it really shines, and less of a 1v1 godmode that's got everyone's panties in a bunch. I don't think Mara/Sents are OP, I think they're almost right where they should be, it's the other classes that need to educate themselves, get better equipment, or both. I'd even go so far as to recommend getting gaming hardware. Going against someone who has a G13 and Razer Naga, while you're rocking a Microsoft keyboard from early 2000 is asking a lot of your button mashing abilities. Bottomline is there are a ton of factors that determine "OP." Running countless of WZs I still see how some players use their AC and I'd consider them OP, not their AC -- and it involves a wide range of ACs.
  13. Ok I'll bite. Op medics are strong now, they were never really weak save RN. When getting focused because you've developed a reputation, I guarantee difficulty spikes in this regard. To say all we do is heal is short-sighted. Why? Burst dmg. Example. Explosive probe > stun > orbital strike > pop relics > BS/shiv and watch the guy go ***. Ops who only heal when opportunities arise to dps arent utilizing their AC properly. Discounting flash grenade is silly along with a specced into debilitating strike. We have utility just not as much and not as game changing and certainly not as glamorous.
  14. No I don't share your frustration even slightly.
  15. Four words. Yea. And. So. What. Ok I'll bite -- It's a 10-49 bracket, you're team was bad - wait check that - terrible, 10-49 is rough for a Sent/Maras when they get focused. They literally get blown up by ANY class, particularly Snipers/GS. So the point of your post is your team were running around letting him do his thing uninterrupted, and you expect a different result?
  16. It's not easy to verify who's good and who's bad, ok, but based on playing enough WZs, you can witness significant differences between players. That's enough verification for me. I know sages/sorcs by name and reputation who can play their AC to the point where if they on the opposing side, you know it's going to be a rough WZ, and if they're on your side you have a better than average chance of winning. This is how I measure good from bad. Yes, it's hard to prove, but it's there.
  17. This problems is presistent as well as the interface GCD bug. I have it set to 0 second delay when Qing up another ability and that causes me to have to mash an ability to make sure it goes off. Someone said to set it to .5 seconds but that doesn't seem to help. These 2 issues are rampant and well known, yet the fixes that have been said to be administered are not fixing anything.
  18. For KI, since the TAs stack to 3 now, when you find yourself energy capped, 2-3 TAs, and the tank takes a spike in dmg, KI is smart to use because it heals for quite a bit more than KP and it casts around 1.3-ish (fast). So yes, situationally KI is a smart choice.
  19. What competitive rated WZ premade would want an AC that has the best single target burst dmg, ranged healing debuff, and more than acceptable target calling benefits? Whether or not I would take 2 in a premade is another question, but taking at least 1 is a no brainer.
  20. Even in the most xtreme settings, high level min/maxing rated WZ premades will still take sages/sorcs. You're kidding yourself if you think otherwise. They still bring tons of utility, nothing to laugh about dmg, and off heals. They are perfect for target calling, ball carrying, and assisting objectives (force speed can make the difference between objective capped and buying your team time to get there). To say they have very few options is narow sighted and frankly speaks volumes about your level of play. I've seen - both in and out of premades - sages/sorcs do great damage, decent off healing, and are difficult to kill unless caught out of position. They can almost single handedly turn the tide of a Huttball. If for any other reason because when you Q for a WZ, you get a random one, the possibility of landing a Huttball makes having sages/sorcs smart for any premade. That's to say they still don't suck in any of the other WZs, bu they are crucial in a highly competitive Huttball. No, I've never rolled one, yes, I've seen them at high level PvP, and yes I know what they're capable of. I remember the names of those who are experts at the AC, I forget those who aren't. TD:LR They have plenty of options (arguably the best ulitity AC in the game) even w/o straight burst dmg, and yes they are still more than viable in upcoming rated WZs.
  21. I'm not tired of them. They're going to get nerfed cause the stupids here complaining instead of being proactive (MMOs for you), then it's on the the next class. When 1.2 was about to hit and the changes were announced a ******** of you forum posting heroes jumped on Assy/Shadows crying about their unstoppable abilities like soloing Huttballs nekkid. Now post 1.2 the glare of the forums have turned in the direction of an AC that has been dominating when played expertly since release. Just spare us the anticipation BW and give each class 1 dmg ability and may the RNG be with you.
  22. Best thing that's happened in PvP since launch.
  23. How does that sicken you? I would be cackling while continuing my drunken power trip. Other people being that bad makes me look that good. I'm not stupid good, but I do very well against average players and decent against the best. It's easy to see who's the best, remember their names, and either a.) target them first (focus them down) or b.) watch them obliterate your pug team cause you're the one stuck with the clicking keyboard turners. OT: Mara/Sents are in a good spot. We should be happy for them and hope that those of us who got nerfed can still do our team some good -- which I have wtinessed quite a bit since 1.2. Sages/Sorcs still turning the tide of battle in ALL the WZs, Scrappers/Conceals still dropping people's health in a few globals, and Mercs still healing their asses off. . I come to the forums for enjoyment of the overreacting kind. Rest assured, what most compain about here isn't what's happening when you play the game.
  24. I'm a Medic OP, and I'm not angry. I'm running around in full recruit gear, get focused quite a bit, still have fun, still can be effective, and still get lots of medals. Yes, ther are ups and downs. Some games I'm a healing machine with respectable burst, some games I can barely get 6-8 medals and die a lot. I'm still not angry at healing post 1.2. To ask how many DPSers a healer should be able to juggle depends. Are they bad? Are they in full BM/WH? Am I being guarded? Are they being guarded? Is it a premade? Looking for a simple number is pretty naive.
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